My only issue with the animations of the main cannon firing is that when the cannon expends a used shell, it seems to come out too slowly. If you could speed the shell casing animation, and maybe change it slightly so that it comes out rotating a bit, it would look a lot more realistic.
Apart from that, no problems with the ship or its weapon animations.
Yeah, i've been working on a system for that, but the only problem is that the triggers cannot activate alpha shading, movement, and rotation at the same time. Would be awesome tho.
The current remedy I have for this is an asymmetrical mirrored system, where the "casing" is parented to a small sprite on the opposite side, which moves to flings the projectile out. However, rotating it is a whole another problem, as the rotated section has be be directly underneath that round, or it'll be just swinging it around. I've comtemplated making a 0 size sprite, but once I set it... I can't fix it without deleting it's parent sprite
. And it can't fade away either
. If anyone has suggestions, i'll gladly implement it, as it irks me too.
This is great LT. Its a beautiful use of triggers, and even more rare for pushing to their full potential. The doodads look great and the loading and ejection system is brilliant! I admire the dedication to get something like that working. I agree with Bentusi however, that now I have the slightly irrational urge to see it flinging hypersonic nuclear rounds at my ship
looks great, but i need to see it on the battleground
Thanks for the comments and praise guys
. I'm working on ironing out the kinks in the firing system so it gives the "lancing" effect i've described, as well as making sure the sprites are in the proper directories when I release it. Partially because the weapons sprites on my previous fleet release had bad sprite directories...Sorry Arcalane!